Skip to main content
Erschienen in: Multimedia Systems 5/2014

01.10.2014 | Special Issue Paper

Dissecting the protocol and network traffic of the OnLive cloud gaming platform

verfasst von: M. Manzano, M. Urueña, M. Sužnjević, E. Calle, J. A. Hernández, M. Matijasevic

Erschienen in: Multimedia Systems | Ausgabe 5/2014

Einloggen

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

Cloud gaming is a new paradigm that is envisaged to play a pivotal role in the video game industry in forthcoming years. Cloud gaming, or gaming on demand, is a type of online gaming that allows on-demand streaming of game content onto non-specialised devices (e.g. PC, smart TV, etc.). This approach requires no downloads or game installation because the actual game is executed on the game company’s server and is streamed directly to the client. Nonetheless, this revolutionary approach significantly affects the network load generated by online games. As cloud gaming presents new challenges for both network engineers and the research community, both groups need to be fully conversant with these new cloud gaming platforms. The purpose of this paper is to investigate OnLive, one of the most popular cloud gaming platforms. Our key contributions are: (a) a review of the state-of-the-art of cloud gaming; (b) reverse engineering of the OnLive protocol; and (c) a synthetic traffic model for OnLive.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Fußnoten
1
To simplify the description of the OnLive session, we will name the different protocols and roles of OnLive servers that have been identified, although the different roles may be performed by the same physical server.
 
2
While we have identified more fields and the different message types of this custom protocol, they are not described here for sake of clarity.
 
3
This port is dynamic and larger than the OnLive’s 16,384 default one. The port number is notified to the client using the custom protocol encapsulated in echo RTP messages from the server.
 
4
Interestingly, the muting audio option does not interrupt the audio flows, but simply notifies the client not to play them.
 
9
This video frame splitting is performed at the application layer, that is, several RTP messages are generated, instead of a single UDP packet being fragmented by the IP layer.
 
Literatur
1.
Zurück zum Zitat Avallone, S., Emma, D., Pescapé, A., Ventre, G.: Performance evaluation of an open distributed platform for realistic traffic generation. Perform. Eval. 60(1–4), 359–392 (2005)CrossRef Avallone, S., Emma, D., Pescapé, A., Ventre, G.: Performance evaluation of an open distributed platform for realistic traffic generation. Perform. Eval. 60(1–4), 359–392 (2005)CrossRef
2.
Zurück zum Zitat Borella, M.S.: Source models of network game traffic. Comput. Commun. 23(4), 403–410 (2000)CrossRef Borella, M.S.: Source models of network game traffic. Comput. Commun. 23(4), 403–410 (2000)CrossRef
3.
Zurück zum Zitat But, J., Armitage, G., Stewart, L.: Outsourcing automated QoS control of home routers for a better online game experience. Commun. Mag. 46(12), 64–70 (2008)CrossRef But, J., Armitage, G., Stewart, L.: Outsourcing automated QoS control of home routers for a better online game experience. Commun. Mag. 46(12), 64–70 (2008)CrossRef
4.
Zurück zum Zitat Cevizci, I., Erol, M., Oktug, S.F.: Analysis of multi-player online game traffic based on self-similarity. In: Proceedings of 5th ACM SIGCOMM Workshop on Network and System Support for Games (2006) Cevizci, I., Erol, M., Oktug, S.F.: Analysis of multi-player online game traffic based on self-similarity. In: Proceedings of 5th ACM SIGCOMM Workshop on Network and System Support for Games (2006)
5.
Zurück zum Zitat Chen, K.T., Chang, Y.C., Tseng, P.H., Huang, C.Y., Lei, C.L.: Measuring the latency of cloud gaming systems. In: Proceedings of ACM Multimedia (2011) Chen, K.T., Chang, Y.C., Tseng, P.H., Huang, C.Y., Lei, C.L.: Measuring the latency of cloud gaming systems. In: Proceedings of ACM Multimedia (2011)
6.
Zurück zum Zitat Cheng, L., Bhushan, A., Pajarola, R., Zarki, M.E.: Real-time 3D graphics streaming using MPEG-4. In: Proceedings of the IEEE/ACM Workshop on Broadband Wireless Services and Applications (2004) Cheng, L., Bhushan, A., Pajarola, R., Zarki, M.E.: Real-time 3D graphics streaming using MPEG-4. In: Proceedings of the IEEE/ACM Workshop on Broadband Wireless Services and Applications (2004)
7.
Zurück zum Zitat Choy, S., Wong, B., Simon, G., Rosenberg, C.: The brewing storm in cloud gaming: A measurement study on cloud to end-user latency. In: Proceedings of the 11th ACM/IEEE Annual Workshop on Network and Systems Support for Games (2012) Choy, S., Wong, B., Simon, G., Rosenberg, C.: The brewing storm in cloud gaming: A measurement study on cloud to end-user latency. In: Proceedings of the 11th ACM/IEEE Annual Workshop on Network and Systems Support for Games (2012)
8.
Zurück zum Zitat Huang, C.Y., Hsu, C.H., Chang, Y.C., Chen, K.T.: Gaminganywhere: an open cloud gaming system. In: Proceedings of ACM SIGMM Conference on Multimedia Systems (MMSys’13) (2013) Huang, C.Y., Hsu, C.H., Chang, Y.C., Chen, K.T.: Gaminganywhere: an open cloud gaming system. In: Proceedings of ACM SIGMM Conference on Multimedia Systems (MMSys’13) (2013)
9.
Zurück zum Zitat Cisco Systems Inc: Cisco Visual Networking Index: Forecast and Methodology, pp. 2011–2016 (White paper) (2012) Cisco Systems Inc: Cisco Visual Networking Index: Forecast and Methodology, pp. 2011–2016 (White paper) (2012)
10.
Zurück zum Zitat Claypool, M., Claypool, K.T.: Latency and player actions in online games. Commun. ACM 49(11), 40–45 (2006)CrossRef Claypool, M., Claypool, K.T.: Latency and player actions in online games. Commun. ACM 49(11), 40–45 (2006)CrossRef
11.
Zurück zum Zitat Claypool, M., Finkel, D., Grant, A., Solano, M.: Thin to win? Network performance analysis of the OnLive thin client game system. In: Proceedings of the 11th ACM/IEEE Annual Workshop on Network and Systems Support for Games (2012) Claypool, M., Finkel, D., Grant, A., Solano, M.: Thin to win? Network performance analysis of the OnLive thin client game system. In: Proceedings of the 11th ACM/IEEE Annual Workshop on Network and Systems Support for Games (2012)
12.
Zurück zum Zitat Cricenti, A., Branch, P.: ARMA(1,1) modeling of Quake4 server to client game traffic. In: Proceedings of the 6th ACM SIGCOMM Workshop on Network and System Support for Games, pp. 70–74 (2007) Cricenti, A., Branch, P.: ARMA(1,1) modeling of Quake4 server to client game traffic. In: Proceedings of the 6th ACM SIGCOMM Workshop on Network and System Support for Games, pp. 70–74 (2007)
13.
Zurück zum Zitat Dainotti, A., Pescapé, A., Ventre, G.: A packet-level traffic model of Starcraft. In: Proceedings of the Second International Workshop on Hot Topics in Peer-to-Peer Systems, pp. 33–42 (2005) Dainotti, A., Pescapé, A., Ventre, G.: A packet-level traffic model of Starcraft. In: Proceedings of the Second International Workshop on Hot Topics in Peer-to-Peer Systems, pp. 33–42 (2005)
15.
Zurück zum Zitat Färber, J.: Network game traffic modelling. In: Proceedings of the 1st Workshop on Network and System Support for Games, pp. 53–57 (2002) Färber, J.: Network game traffic modelling. In: Proceedings of the 1st Workshop on Network and System Support for Games, pp. 53–57 (2002)
16.
Zurück zum Zitat Feng, W.C., Chang, F., Feng, W.C., Walpole, J.: A traffic characterization of popular on-line games. IEEE/ACM Trans. Netw. 13(3), 488–500 (2005)CrossRef Feng, W.C., Chang, F., Feng, W.C., Walpole, J.: A traffic characterization of popular on-line games. IEEE/ACM Trans. Netw. 13(3), 488–500 (2005)CrossRef
17.
Zurück zum Zitat Goldmann, M., Kreitz, G.: Measurements on the Spotify peer-assisted music-on-demand streaming system. In: Proceedings of IEEE International Conference on Peer-to-Peer, Computing, pp. 206–211 (2011) Goldmann, M., Kreitz, G.: Measurements on the Spotify peer-assisted music-on-demand streaming system. In: Proceedings of IEEE International Conference on Peer-to-Peer, Computing, pp. 206–211 (2011)
18.
Zurück zum Zitat Hedayat, K. et al.: A two-way active measurement protocol (TWAMP) (2008) (updated by RFC 5618) Hedayat, K. et al.: A two-way active measurement protocol (TWAMP) (2008) (updated by RFC 5618)
19.
Zurück zum Zitat Humphreys, G., Houston, M., Ng, R., Frank, R., Ahern, S., Kirchner, P.D., Klosowski, J.T.: Chromium: a stream-processing framework for interactive rendering on clusters. ACM Trans. Graph. 21, 693–702 (2002)CrossRef Humphreys, G., Houston, M., Ng, R., Frank, R., Ahern, S., Kirchner, P.D., Klosowski, J.T.: Chromium: a stream-processing framework for interactive rendering on clusters. ACM Trans. Graph. 21, 693–702 (2002)CrossRef
20.
Zurück zum Zitat Karachristos, T., Apostolatos, D., Metafas, D.: A real-time streaming games-on-demand system. In: Proceedings of the 3rd International Conference on Digital Interactive Media in Entertainment and Arts, pp. 51–56 (2008) Karachristos, T., Apostolatos, D., Metafas, D.: A real-time streaming games-on-demand system. In: Proceedings of the 3rd International Conference on Digital Interactive Media in Entertainment and Arts, pp. 51–56 (2008)
21.
Zurück zum Zitat Kim, J., Hong, E., Choi, J.: Measurement and Analysis of a Massively Multiplayer Online Role Playing Game Traffic. In: Proceedings of Advanced Network Conference, pp. 1–8 (2003) Kim, J., Hong, E., Choi, J.: Measurement and Analysis of a Massively Multiplayer Online Role Playing Game Traffic. In: Proceedings of Advanced Network Conference, pp. 1–8 (2003)
22.
Zurück zum Zitat Kim, S., Kim, K., Won, J.: Multi-view rendering approach for cloud-based gaming services. In: Proceedings of the 3rd International Conference on Advances in Future Internet, pp. 102–107 (2011) Kim, S., Kim, K., Won, J.: Multi-view rendering approach for cloud-based gaming services. In: Proceedings of the 3rd International Conference on Advances in Future Internet, pp. 102–107 (2011)
23.
Zurück zum Zitat KwangSik, S., et al.: Transformation approach to model online gaming traffic. ETRI J. 33(2), 219–229 (2011)CrossRef KwangSik, S., et al.: Transformation approach to model online gaming traffic. ETRI J. 33(2), 219–229 (2011)CrossRef
24.
Zurück zum Zitat Lakkakorpi, J., Heiner, A., Ruutuc, J.: Measurement and characterization of Internet gaming traffic. In: Technical Report, Espoo, Finland. Research Seminar on Networking (2002) Lakkakorpi, J., Heiner, A., Ruutuc, J.: Measurement and characterization of Internet gaming traffic. In: Technical Report, Espoo, Finland. Research Seminar on Networking (2002)
25.
Zurück zum Zitat Lang, T., Armitage, G.: An ns2 model for the Xbox system link game Halo. Tech. Rep. 030613A, Swinburne University of Technology, Faculty of Information and Communication Technologies, Center for Advanced Internet Architectures (2003) Lang, T., Armitage, G.: An ns2 model for the Xbox system link game Halo. Tech. Rep. 030613A, Swinburne University of Technology, Faculty of Information and Communication Technologies, Center for Advanced Internet Architectures (2003)
26.
Zurück zum Zitat Lang, T., Armitage, G., Branch, P., Choo, H.Y.: A synthetic traffic model for half-life. In: Proceedings of the Australian Telecommunications, Networks and Applications Conference (2003) Lang, T., Armitage, G., Branch, P., Choo, H.Y.: A synthetic traffic model for half-life. In: Proceedings of the Australian Telecommunications, Networks and Applications Conference (2003)
27.
Zurück zum Zitat Lang, T., Branch, P., Armitage, G.: A synthetic traffic model for Quake3. In: Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology, pp. 233–238 (2004) Lang, T., Branch, P., Armitage, G.: A synthetic traffic model for Quake3. In: Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology, pp. 233–238 (2004)
28.
Zurück zum Zitat Lee, Y.T., Chen, K.T., Su, H.I., Lei, C.L.: Are all games equally cloud-gaming-friendly? An Electromyographic Approach. In: Proceedings of the 11th IEEE/ACM Annual Workshop on Network and Systems Support for Games (2012) Lee, Y.T., Chen, K.T., Su, H.I., Lei, C.L.: Are all games equally cloud-gaming-friendly? An Electromyographic Approach. In: Proceedings of the 11th IEEE/ACM Annual Workshop on Network and Systems Support for Games (2012)
29.
Zurück zum Zitat Manzano, M., Hernandez, J.A., Urueña, M., Calle, E.: An empirical study of cloud gaming. In: Proceedings of the 11th ACM/IEEE Annual Workshop on Network and Systems Support for Games (2012) Manzano, M., Hernandez, J.A., Urueña, M., Calle, E.: An empirical study of cloud gaming. In: Proceedings of the 11th ACM/IEEE Annual Workshop on Network and Systems Support for Games (2012)
30.
Zurück zum Zitat Odlyzko, A.M.: Internet traffic growth: sources and implications. In: Proceedings of SPIE, pp. 1–15 (2003) Odlyzko, A.M.: Internet traffic growth: sources and implications. In: Proceedings of SPIE, pp. 1–15 (2003)
32.
Zurück zum Zitat Park, H., Kim, T., Kim, S.: Network traffic analysis and modeling for games. Internet and Network Economics. Lecture Notes in Computer Science, pp. 1056–1065. Springer, Berlin (2005) Park, H., Kim, T., Kim, S.: Network traffic analysis and modeling for games. Internet and Network Economics. Lecture Notes in Computer Science, pp. 1056–1065. Springer, Berlin (2005)
33.
Zurück zum Zitat Paxson, V.: Empirically-derived analytic models of wide-area TCP connections. IEEE/ACM Trans. Netw. 2(2), 316–336 (1994)CrossRef Paxson, V.: Empirically-derived analytic models of wide-area TCP connections. IEEE/ACM Trans. Netw. 2(2), 316–336 (1994)CrossRef
34.
Zurück zum Zitat Pederson, S.P., Johnson, M.E.: Estimating model discrepancy. Technometrics 32(3), 305–314 (1990)CrossRef Pederson, S.P., Johnson, M.E.: Estimating model discrepancy. Technometrics 32(3), 305–314 (1990)CrossRef
35.
Zurück zum Zitat Piri, E., Hirvonen, M., Laulajainen, J.P.: Empirical evaluation of streamed online gaming over WiMAX. In: Proceedings of the 8th International ICST Conference on Testbeds and Research Infrastructures for the Development of Networks and Communities, pp. 255–270 (2012) Piri, E., Hirvonen, M., Laulajainen, J.P.: Empirical evaluation of streamed online gaming over WiMAX. In: Proceedings of the 8th International ICST Conference on Testbeds and Research Infrastructures for the Development of Networks and Communities, pp. 255–270 (2012)
36.
Zurück zum Zitat Ratti, S., Hariri, B., Shirmohammadi, S.: A survey of first-person shooter gaming traffic on the internet. IEEE Internet Comput. 14(5), 60–69 (2010)CrossRef Ratti, S., Hariri, B., Shirmohammadi, S.: A survey of first-person shooter gaming traffic on the internet. IEEE Internet Comput. 14(5), 60–69 (2010)CrossRef
37.
Zurück zum Zitat Sandvine: Global internet phenomena report. In: Technical Report (2013) Sandvine: Global internet phenomena report. In: Technical Report (2013)
38.
Zurück zum Zitat Shalunov, S. et al.: A one-way active measurement protocol (OWAMP) (2006) Shalunov, S. et al.: A one-way active measurement protocol (OWAMP) (2006)
39.
Zurück zum Zitat Shea, R., Liu, J., Ngai, E.C.H., Cui, Y.: Cloud gaming: architecture and performance. IEEE Netw. 27(4), 16–21 (2013) Shea, R., Liu, J., Ngai, E.C.H., Cui, Y.: Cloud gaming: architecture and performance. IEEE Netw. 27(4), 16–21 (2013)
40.
Zurück zum Zitat Suznjevic, M., Dobrijevic, O., Matijasevic, M.: MMORPG player actions: network performance, session patterns and latency requirements analysis. Multimed. Tools Appl. 45(1–3), 191–241 (2009)CrossRef Suznjevic, M., Dobrijevic, O., Matijasevic, M.: MMORPG player actions: network performance, session patterns and latency requirements analysis. Multimed. Tools Appl. 45(1–3), 191–241 (2009)CrossRef
41.
Zurück zum Zitat Suznjevic, M., Stupar, I., Matijasevic, M.: A model and software architecture for MMORPG traffic generation based on player behavior. Multimed. Syst. (2012) Suznjevic, M., Stupar, I., Matijasevic, M.: A model and software architecture for MMORPG traffic generation based on player behavior. Multimed. Syst. (2012)
42.
Zurück zum Zitat Svoboda, P., Karner, W., Rupp, M.: Traffic analysis and modeling for world of warcraft. In: Proceedings of the IEEE International Conference on Communications, pp. 1612–1617 (2007) Svoboda, P., Karner, W., Rupp, M.: Traffic analysis and modeling for world of warcraft. In: Proceedings of the IEEE International Conference on Communications, pp. 1612–1617 (2007)
44.
Zurück zum Zitat Wang, X., Kim, H., Vasilakos, A.V., Kwon, T.T., Choi, Y., Choi, S., Jang, H.: Measurement and analysis of world of warcraft in mobile WiMAX networks. In: Proceedings of the 8th Workshop on Network and System Support for Games, p. 6 (2009) Wang, X., Kim, H., Vasilakos, A.V., Kwon, T.T., Choi, Y., Choi, S., Jang, H.: Measurement and analysis of world of warcraft in mobile WiMAX networks. In: Proceedings of the 8th Workshop on Network and System Support for Games, p. 6 (2009)
45.
Zurück zum Zitat Winter, D.D., Simoens, P., Deboosere, L., Turck, F.D., Moreau, J., Dhoedt, B., Demeester, P.: A hybrid thin-client protocol for multimedia streaming and interactive gaming applications. In: Proceedings of the international workshop on Network and Operating Systems Support for Digital Audio and Video, p. 15 (2006) Winter, D.D., Simoens, P., Deboosere, L., Turck, F.D., Moreau, J., Dhoedt, B., Demeester, P.: A hybrid thin-client protocol for multimedia streaming and interactive gaming applications. In: Proceedings of the international workshop on Network and Operating Systems Support for Digital Audio and Video, p. 15 (2006)
46.
Zurück zum Zitat Wu, Y., Huang, H., Zhang, D.: Traffic modeling for massive multiplayer on-line role playing game (MMORPG) in GPRS access network. In: Proceedings of the International Conference on Communications, Circuits and Systems Proceedings, pp. 1811–1815 (2006) Wu, Y., Huang, H., Zhang, D.: Traffic modeling for massive multiplayer on-line role playing game (MMORPG) in GPRS access network. In: Proceedings of the International Conference on Communications, Circuits and Systems Proceedings, pp. 1811–1815 (2006)
47.
Zurück zum Zitat Yoo, C.S.: Cloud computing: architectural and policy implications. Rev. Ind. Organ. 38(4), 405–421 (2011)CrossRef Yoo, C.S.: Cloud computing: architectural and policy implications. Rev. Ind. Organ. 38(4), 405–421 (2011)CrossRef
Metadaten
Titel
Dissecting the protocol and network traffic of the OnLive cloud gaming platform
verfasst von
M. Manzano
M. Urueña
M. Sužnjević
E. Calle
J. A. Hernández
M. Matijasevic
Publikationsdatum
01.10.2014
Verlag
Springer Berlin Heidelberg
Erschienen in
Multimedia Systems / Ausgabe 5/2014
Print ISSN: 0942-4962
Elektronische ISSN: 1432-1882
DOI
https://doi.org/10.1007/s00530-014-0370-4

Weitere Artikel der Ausgabe 5/2014

Multimedia Systems 5/2014 Zur Ausgabe